NPCs rescue missions

read my lips IT'S A SIDE MISSION, doesn't have to affect what have been done. Its a matter of LOGIC. I stick to this : Everything that has already been done in 7D2D only PROVES that the basics of my idea can also be done ... and that should be the part to discuss. Cheers !!!
well ... you know bandits was " in planes" a lot of years ago bu we don't have them yet? and they want to finish 7dtd "soon" ( in TFP meaning) so this idea need to much time and work to be added

 
well ... you know bandits was " in planes" a lot of years ago bu we don't have them yet? and they want to finish 7dtd "soon" ( in TFP meaning) so this idea need to much time and work to be added
ok, but what do you prefer? More villains, or something different in the game? Bandits or zombie hordes, what's the difference? If you want bandits, just go multiplayer and any player that loots your base is a bandit... More of the same, no thanks! Cheers!!!

 
Remit yourself to your insignificance. Who are you to say what can and cannot be done in the game? Everything you say is not validated by the TFP. That's why you're on my level in this forum. School programming knowledge does not classify you as apt. You are rude and stubborn. Cheers !!!
again proving my point. 😁

 
Npc rescue missions would certainly be a fun quest/activity.  Perhaps something similar will/can be added once bandits and other human npcs make it into the game.

It would be a shame if all we got quest wise were basic kill x, clear and fetch types.  I encourage you to attend one of the several a20 dev streams when they get started and ask for this feature live...😅
I would hope the a rescue mission be more than just transport Meat Sack 1 from Point A to Point B.  It would be great if they were a true rescue mission where you are rescuing a group that follows Noah that consists of civilians and guards.  Where they need rescue because the guards are critically low on ammo and members of the party are hurt which slows them down significantly.  Then you have a choice:  Do you distribute your supply of ammo and medical supplies to the group to improve the chances of getting them safely to their destination, or do you keep everything yourself and roll the dice to see if you can escort such a large group by yourself and doing all the work while slowly making your way to the safe zone.

 
ok, but what do you prefer? More villains, or something different in the game? Bandits or zombie hordes, what's the difference? If you want bandits, just go multiplayer and any player that loots your base is a bandit... More of the same, no thanks! Cheers!!!
well you know bandits will be added because this was point about them in kickstarted ?

what's a diffrece? if zombie do something stupid- well he is zombie. but if survior or bandit fall from skyscraper by "mistake" it will be stupid

 
All that a typical player would probably care for is how much coin he would get for the quest, unless that NPC being "mayor" had some consequence outside the immediate quest. This is directly discussing how a specific feature in the game would be received by players and if it would have the hoped for result.

An idea here would be that it increases reputation with some faction to save a mayor (if reputation ever gets into this game) or that some area is safer for a while if a mayor is saved (if a variable area safety mechanism were added to the game).
I wish all missions could have a more direct influence on the game, like buried supplies missions would increase the amount of stock in the trader you completed it for; rather than just some items and dukes as a reward.  Then if you didn’t do the missions, the trader’s stock would not increase over time.

Then hour actions would influence how much help the traders would give you in the game.

 
I would hope the a rescue mission be more than just transport Meat Sack 1 from Point A to Point B.  It would be great if they were a true rescue mission where you are rescuing a group that follows Noah that consists of civilians and guards.  Where they need rescue because the guards are critically low on ammo and members of the party are hurt which slows them down significantly.  Then you have a choice:  Do you distribute your supply of ammo and medical supplies to the group to improve the chances of getting them safely to their destination, or do you keep everything yourself and roll the dice to see if you can escort such a large group by yourself and doing all the work while slowly making your way to the safe zone.
That would be cool.  Like....do you conserve ammo for the upcoming horde night or do you invest it into the npcs for a higher chance at survival / quest success.   Sounds like some trade off scenario for the player.

 
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That would be cool.  Like....do you conserve ammo for the upcoming horde night or do you invest it into the npcs for a higher chance at survival / quest success.   Sounds like some trade off scenario for the player.
yeah but there is "ashley" problem. you don't know if npc will do something stupid. rover from cod in escort missions in outbreake don't have this problem. So maybe "junk drone" will be better for 7dtd that npc to escort in normal mode. in story mode npc can be good

 
The idea of not adding too much programming and making rescue missions NPCs easier to implement is for TFP to see something acceptable for rapid implementation in 7D2D. If we keep demanding already many details and complexity, they will easier reject it, because this translates into time = money spent. So I still insist that the approach to this idea has to be very basic to begin with. Improvements can be implemented as time goes by and availability time of TFP. In fact, the whole history of the development time of this game proves that. So let's take it easy on the level of demand of this idea. I prefer the basics to begin with. It's easier to accept. Now, a thousand times the idea of NPCs rescue missions, than the idea of the Bandits ! Cheers !!!

 
The preference of being a side mission, is that it does not directly interfere in the excellent result already achieved in the main structure of the game. And in case something goes wrong, it's always a lot easier to discard if it's just a side mission. Open your minds to something that can be implemented quickly. Thx ! Cheers !!!

 
The idea of not adding too much programming and making rescue missions NPCs easier to implement is for TFP to see something acceptable for rapid implementation in 7D2D. If we keep demanding already many details and complexity, they will easier reject it, because this translates into time = money spent. So I still insist that the approach to this idea has to be very basic to begin with. Improvements can be implemented as time goes by and availability time of TFP. In fact, the whole history of the development time of this game proves that. So let's take it easy on the level of demand of this idea. I prefer the basics to begin with. It's easier to accept. Now, a thousand times the idea of NPCs rescue missions, than the idea of the Bandits ! Cheers !!!
Bandits are obligatory- they must added them. Npc are much harded to do good that rover from cod. so drones can "rover from cod" but even easier to implemented because it fly so brick for example will be not problem

 
I think the idea itself is cool, but - as was already stated before - it's been "proven" by a lot of other games that it can be a real pain in the a cause NPC gets stuck somewhere,

causing the quest to fail without you making a mistake...just annoying waste of time then, and very frustrating.

Problem is: You can't for example just copy the AI of the drone (which also is supposed to follow you)...beacuse when this one gets stuck somewhere, it will (as was said) just teleport back to you when you get too far away.

In that case it's necessary to avoid silly "micro-management" to get your drone free, and - if not happening too often - is a simple workaround, especially in a fully destructible world, where paths are often blocked/destroyed/created new,...

But imagine that in such a rescue mission...you could easily cheese those quests by just shortcutting straight through the next best wall to the destination point, and your NPC keeps teleporting after you.

Nope, wouldn't be fun that way...and otherwise, that guy would just keep being stuck behind walls, edges, stairways, doors, chokepoints, fall through holes,...of my,

I'm getting angry just by thinking about it 😵

So again, cool idea, but the effort to get it straight in a fully destructible world is...just wow.

 
I think the idea itself is cool, but - as was already stated before - it's been "proven" by a lot of other games that it can be a real pain in the a cause NPC gets stuck somewhere,

causing the quest to fail without you making a mistake...just annoying waste of time then, and very frustrating.

Problem is: You can't for example just copy the AI of the drone (which also is supposed to follow you)...beacuse when this one gets stuck somewhere, it will (as was said) just teleport back to you when you get too far away.

In that case it's necessary to avoid silly "micro-management" to get your drone free, and - if not happening too often - is a simple workaround, especially in a fully destructible world, where paths are often blocked/destroyed/created new,...

But imagine that in such a rescue mission...you could easily cheese those quests by just shortcutting straight through the next best wall to the destination point, and your NPC keeps teleporting after you.

Nope, wouldn't be fun that way...and otherwise, that guy would just keep being stuck behind walls, edges, stairways, doors, chokepoints, fall through holes,...of my,

I'm getting angry just by thinking about it 😵

So again, cool idea, but the effort to get it straight in a fully destructible world is...just wow.
Where there is a will there is a way.  😁

Maybe they can be done similar to challenge notes and the npc path is outside a POI reducing the chance of them getting stuck.  This wouldn't be error proof but have a higher chance of success perhaps...😁

 
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Where there is a will there is a way.  😁

Maybe they can be done similar to challenge notes and the npc path is outside a POI reducing the chance of them getting stuck.  This wouldn't be error proof but have a higher chance of success perhaps...😁
well not likely - i think can be will to make for example more 30 variants of zombies but game is developing to long to be considered.  more likly it will happen in 7dtd2

I think the idea itself is cool, but - as was already stated before - it's been "proven" by a lot of other games that it can be a real pain in the a cause NPC gets stuck somewhere,

causing the quest to fail without you making a mistake...just annoying waste of time then, and very frustrating.

Problem is: You can't for example just copy the AI of the drone (which also is supposed to follow you)...beacuse when this one gets stuck somewhere, it will (as was said) just teleport back to you when you get too far away.

In that case it's necessary to avoid silly "micro-management" to get your drone free, and - if not happening too often - is a simple workaround, especially in a fully destructible world, where paths are often blocked/destroyed/created new,...

But imagine that in such a rescue mission...you could easily cheese those quests by just shortcutting straight through the next best wall to the destination point, and your NPC keeps teleporting after you.

Nope, wouldn't be fun that way...and otherwise, that guy would just keep being stuck behind walls, edges, stairways, doors, chokepoints, fall through holes,...of my,

I'm getting angry just by thinking about it 😵

So again, cool idea, but the effort to get it straight in a fully destructible world is...just wow.
drons i mean - rover from escort missions in cod outbreak but as drone to not make copy

 
The idea of escorting the NPCs, is to really do escort ! If an obstacle stops the path of any NPC, of course it is our goal to go back and free it. The tension of coming back to save the stuck is the emotion I'm looking for. If the goal was self-teleporting, it had no interest. As the terrain is destructive, it only helps in freeing the "stuck". Help them go. Free the way. Easy missions don't matter. Being complaining all the time doesn't help the mission. You're the hero! Cheers !!!

 
We want a true rescue mission, not a babysitting mission where my 6 year old is smarter than the NPC (hell in these cases, a 2 year old would be smarter).  If the goal is to simply babysit a meat sack from Point A to Point B, then why not just make a mission that once you accept, you just go to point A and then Point B, then get the reward.  No need to program any NPCs, simple and easy.

 
The idea of escorting the NPCs, is to really do escort ! If an obstacle stops the path of any NPC, of course it is our goal to go back and free it. The tension of coming back to save the stuck is the emotion I'm looking for. If the goal was self-teleporting, it had no interest. As the terrain is destructive, it only helps in freeing the "stuck". Help them go. Free the way. Easy missions don't matter. Being complaining all the time doesn't help the mission. You're the hero! Cheers !!!
yeah tottaly when npc decided he want to go through wall of  skyscrapper. this will be fun? no this remind me cod 5 when one of npc stuck on wall because he lost his patchtracking XD. honestly patchtracking for npc in 7dtd is rly hard. that's why zombie ai had a lot of changes

 
We want a true rescue mission, not a babysitting mission where my 6 year old is smarter than the NPC (hell in these cases, a 2 year old would be smarter).  If the goal is to simply babysit a meat sack from Point A to Point B, then why not just make a mission that once you accept, you just go to point A and then Point B, then get the reward.  No need to program any NPCs, simple and easy.
Suggestion completely off topic ! It's a NPCs rescue mission idea ! Nothing to do NPCs being or not smart. They just magnet follow you. Hero going solo from point A to B is even worst then the " smarter excuse " ! Cheers !!!

yeah tottaly when npc decided he want to go through wall of  skyscrapper. this will be fun? no this remind me cod 5 when one of npc stuck on wall because he lost his patchtracking XD. honestly patchtracking for npc in 7dtd is rly hard. that's why zombie ai had a lot of changes
When the NPC decides he wants to go through a wall, it means he made a bad choice. It´s your job to help him. Like in the movies. If u succeded, u get rewarded. That´s the main idea. That´s the fun of those rescue missions. No flying drones, no teleporting. Do the job and get rewarded !!! Cheers !!!

 
Suggestion completely off topic ! It's a NPCs rescue mission idea ! Nothing to do NPCs being or not smart. They just magnet follow you. Hero going solo from point A to B is even worst then the " smarter excuse " ! Cheers !!!

When the NPC decides he wants to go through a wall, it means he made a bad choice. It´s your job to help him. Like in the movies. If u succeded, u get rewarded. That´s the main idea. That´s the fun of those rescue missions. No flying drones, no teleporting. Do the job and get rewarded !!! Cheers !!!
i never saw i any movie that  idiot who was going in wall , any in walking dead, this new film with zombies on netflix, walking dead or residnet evil XD so there will be not fun just annoying

 
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